Effects on gait and balance of home-based active video game interventions in persons with multiple sclerosis: a systematic review

Author(s):  
Marion Dalmazane ◽  
Matthieu Gallou-Guyot ◽  
Maxence Compagnat ◽  
Laurent Magy ◽  
Alexis Montcuquet ◽  
...  
Respiration ◽  
2017 ◽  
Vol 95 (2) ◽  
pp. 87-97 ◽  
Author(s):  
Tamara del Corral ◽  
Maria Àngels Cebrià i Iranzo ◽  
Ibai López-de-Uralde-Villanueva ◽  
Roberto Martínez-Alejos ◽  
Isabel Blanco ◽  
...  

2021 ◽  
Vol 12 ◽  
Author(s):  
Dario Calafiore ◽  
Marco Invernizzi ◽  
Antonio Ammendolia ◽  
Nicola Marotta ◽  
Francesco Fortunato ◽  
...  

Multiple sclerosis (MS) is one of the most common causes of neurological progressive disease and can lead to loss of mobility, walk impairment, and balance disturbance. Among several rehabilitative approaches proposed, exergaming and virtual reality (VR) have been studied in the recent years. Active video game therapy could reduce the boredom of the rehabilitation process, increasing patient motivation, providing direct feedback, and enabling dual-task training. Aim of this systematic review was to assess the efficacy of exergaming and VR for balance recovery in patients with MS. PubMed, Scopus, and Web of Science were systematically searched from the inception until May 14, 2021 to identify randomized controlled trials (RCTs) presenting: patients with MS as participants, exergaming and VR as intervention, conventional rehabilitation as comparator, and balance assessment [Berg Balance Scale (BBS)] as outcome measure. We also performed a meta-analysis of the mean difference in the BBS via the random-effects method. Out of 93 records, this systematic review included and analyzed 7 RCTs, involving a total of 209 patients affected by MS, of which 97 patients performed exergaming or VR and 112 patients underwent conventional rehabilitation. The meta-analysis reported a significant overall ES of 4.25 (p < 0.0001), showing in the subgroup analysis a non-significant ES of 1.85 (p = 0.39) for the VR and a significant ES of 4.49 (p < 0.0001) for the exergames in terms of the BBS improvement. Taken together, these findings suggested that balance rehabilitation using exergames appears to be more effective than conventional rehabilitation in patients affected by MS.


2018 ◽  
Vol 15 (4) ◽  
pp. 2376
Author(s):  
Abdurrahman Demir ◽  
Manolya Akın

The purpose of this study was to examine the effects of active video games Nintendo Wii and Wobel Board balance exercises on static balance development in children aged 6 years.          54 children, participated in the research voluntarily on informed consents from according to Helsinki criteria by taking permission from Mersin University Ethics Committe. The study was carried out with 3 groups with similar physical characteristics (mean age = 6,21, mean weight= 21,3, mean height = 116,8). The balance training were applied to a group with a 'wobble board' and another group with a 'nintendo wii game console' from active video games. The pre and post test static balance measurements of all groups were measured using the 'Balance Error Scoring System' and the differences between the groups were examined. For parametric results, 3x2 repetitive measurements were performed with anova analysis, and for non-parametric results kruskall wallis test was applied.         There was no significant difference between the groups participating in active video game and wobble board balance training in the measurements made after the study (p>,05). The difference between the experimental group and the foot and tandem position were found statistically significant. (p <,01). There was no significant difference between the two groups in paired feet values (p>, 05).         Both the wobbel board and the active video game training have been found to improve the static balance in children. It has been seen that there is no meaningful development in the control group. This result shows us that active video games are as effective as balance training in 6 years old children. In this context, active video games can be proposed as an alternative method to improve balance.Extended English summary is in the end of Full Text PDF (TURKISH) file. Özet Bu çalışmanın amacı, 6 yaş çocuklarda aktif video oyunları nintendo wii ve wobble board denge antrenmanlarının statik denge gelişimleri üzerine etkisini incelemektir.        Araştırmaya, 54 çocuk, Mersin Üniversitesi etik kurulundan izin alınarak Helsinki kriterlerine uygun olarak katılmıştır. Çalışma benzer fiziksel özellikte (yaş ort.=6,21, kilo ort.=21,3, boy ort.=116,8) 3 grupla  yürütülmüştür. Denge antrenmanları haftada üç gün 8 hafta ‘wobble board’ denge tahtası ve aktif video oyunları ‘nintendo wii oyun konsolu’ ile uygulanmıştır. Kontrol grubuna ise herhangi bir uygulama yaptırılmamıştır. Tüm grupların statik denge ölçümleri ‘Denge Hata Skoru Sistemi’ kullanılarak ölçülmüştür.Parametrik sonuçlar için, çalışmada 3x2 tekrarlı ölçümler anova analizi yapılmış, non-parametrik sonuçlar için ise kruskall wallis testi uygulanmıştır.       Araştırma sonrasında aktif video oyunu ve wobble board denge antrenmanına katılan gruplar arasında istatistiksel olarak manidar fark bulunmamıştır (p>,05). Deney gruplarının, zeminde ve köpükte tek ayak ve tandem duruşlarda bulunan fark kontrol grubuna göre istatistiksel olarak anlamlı (p<,01) iken, çift ayak değerlerinde, üç grup arasında da anlamlı bir fark bulunmamıştır (p>,05).       Hem wobble board hem de aktif video oyunları nintendo wii denge antrenmanlarının çocuklarda statik dengeyi geliştirdiği bulunmuştur. Kontrol gurubunda ise anlamlı bir gelişimin olmadığı görülmüştür. Bu sonuç bize aktif video oyunlarının 6 yaş grubu çocuklarda denge antrenmanları kadar etkili olduğunu göstermektedir. Bu bağlamda aktif video oyunları dengeyi geliştirmek için alternatif bir yöntem olarak önerilebilir.


2021 ◽  
Vol 11 (22) ◽  
pp. 11046
Author(s):  
Han-Hung Huang ◽  
Brianna Gathright ◽  
Rachel Holik ◽  
Hannah Iverson ◽  
Emily Saville ◽  
...  

The objective of this study was to assess the effects of an active video game (AVG) program in physiological parameters, fitness levels, motivation to physical activity, and quality of life on people with type 2 diabetes (T2D). Eight T2D patients participated in the 8-week AVG program using Xbox Kinect and/or Nintendo Wii. Heart rate (HR) and rating of perceived exertion (RPE) were monitored during exercise. Physiological and fitness assessment included hemoglobin A1C (HbA1c), HR, blood pressure (BP), body mass index, body composition, aerobic and muscular endurance, muscular strength, and flexibility. Psychological outcome measures included the Physical Activity Measure-Revised (MPAM-R), Situational Motivation Scale (SIMS), and World Health Organization Quality of Life (WHOQOL)-BREF. Participants demonstrated a moderate level of exercise intensity during AVG based on average HR and RPE. HbA1c, BP, and lower extremity muscle strength were improved, but were not statistically significant. The changes on psychological assessment were not significant. However, most participants demonstrated positive behavior and attitudes toward health and physical activity at one-month follow-up. This pilot study demonstrated that the AVG program might be an effective and alternative way of exercise for people with T2D. A future RCT is warranted to determine the physical and psychological effects of AVG on T2D population.


2009 ◽  
Vol 21 (3) ◽  
pp. 245-253 ◽  
Author(s):  
Sadye Paez ◽  
Ann Maloney ◽  
Kristine Kelsey ◽  
Chris Wiesen ◽  
Angela Rosenberg

2020 ◽  
Vol 222 ◽  
pp. 112931
Author(s):  
Melissa Baker ◽  
Julia O. Totosy de Zepetnek ◽  
Branka Gladanac ◽  
Kerry Miller ◽  
Melissa Da Silva ◽  
...  

PEDIATRICS ◽  
2012 ◽  
Vol 129 (3) ◽  
pp. e636-e642 ◽  
Author(s):  
T. Baranowski ◽  
D. Abdelsamad ◽  
J. Baranowski ◽  
T. M. O'Connor ◽  
D. Thompson ◽  
...  

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